View Issue Details

IDProjectCategoryView StatusLast Update
0002226The Dark ModAIpublic03.06.2011 03:59
ReporterMelan Assigned ToBaddcog  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status closedResolutionfixed 
PlatformWin32OSWindowsOS VersionXP
Product VersionTDM 1.02 
Fixed in VersionTDM 1.03 
Summary0002226: Lanternbots turn invisible when slain
DescriptionLanternbots can be slain in melee combat, upon which they seem to disintegrate, but leave behind invisible wreckage.
TagsNo tags attached.
Attached Files
lb_dies.map (13,096 bytes)   
Version 2
// entity 0
{
"classname" "worldspawn"
"editor_drLastCameraPos" "-448.933 180.975 45.5084"
"editor_drLastCameraAngle" "-2.4 358.5 0"
// primitive 0
{
brushDef3
{
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( 0 1 0 -260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 0 -1 -56 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 -1 0 -316 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( -1 0 0 -832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 0 -1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 1 0 -268 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 -1 0 -820 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( -1 0 0 -832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 -1 0 260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 1 0 -260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 1 0 0 164 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 -1 0 -316 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( -1 0 0 -1160 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( -1 0 0 -172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
}
}
// primitive 3
{
brushDef3
{
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( 0 1 0 -260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 0 -1 -72 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
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( 0 0 1 64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
}
}
// primitive 4
{
brushDef3
{
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( 0 1 0 -748 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 -1 0 -324 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
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( 0 1 0 316 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
( 0 1 0 -268 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
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( 0 -1 0 -324 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
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( 1 0 0 832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0
}
}
// primitive 6
{
brushDef3
{
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}
}
// primitive 7
{
brushDef3
{
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( 0 1 0 112 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 1 0 0 696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -832 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 8
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 112 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 1 0 0 172 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
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( 0 -1 0 -120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -328 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 9
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 -104 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 1 0 0 696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
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( -1 0 0 -832 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 10
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 -104 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 1 0 0 172 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 96 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -328 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 11
{
brushDef3
{
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( 0 1 0 -260 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 328 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 104 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -336 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 12
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 328 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -316 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -336 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 13
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 -260 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 688 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 104 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 14
{
brushDef3
{
( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 688 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0
( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -316 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
}
}
// primitive 15
{
patchDef2
{
"textures/darkmod/carpet/rugs/ornate_red_tan02"
( 3 3 0 0 0 )
(
( ( -528 144 -63.875 0 0 ) ( -528 188 -63.875 0 0.5 ) ( -528 232 -63.875 0 1 ) )
( ( -508 144 -63.875 0.5 0 ) ( -508 188 -63.875 0.5 0.5 ) ( -508 232 -63.875 0.5 1 ) )
( ( -488 144 -63.875 1 0 ) ( -488 188 -63.875 1 0.5 ) ( -488 232 -63.875 1 1 ) )
)
}
}
}
// entity 1
{
"classname" "atdm:ai_citywatch"
"name" "atdm_ai_citywatch_1"
"origin" "-752 -216 -64"
"target" "path_corner_3"
"team" "0"
}
// entity 2
{
"classname" "light"
"name" "light_1"
"origin" "-752 184 64"
"light_center" "0 0 0"
"light_radius" "320 320 320"
"_color" "0.50 0.50 0.50"
"nodiffuse" "0"
"noshadows" "0"
"nospecular" "0"
"parallel" "0"
}
// entity 3
{
"classname" "light"
"name" "light_2"
"origin" "-280 -200 64"
"light_center" "0 0 0"
"light_radius" "320 320 320"
"_color" "0.50 0.50 0.50"
"nodiffuse" "0"
"noshadows" "0"
"nospecular" "0"
"parallel" "0"
}
// entity 4
{
"classname" "atdm:ai_lantern_bot"
"name" "atdm_ai_lantern_bot_1"
"origin" "-768 184 -64"
"target" "path_corner_1"
"team" "0"
}
// entity 5
{
"classname" "path_corner"
"name" "path_corner_1"
"origin" "-720 184 -56"
"target" "path_corner_5"
}
// entity 6
{
"classname" "path_corner"
"name" "path_corner_2"
"origin" "-264 -216 -40"
"target" "path_corner_3"
}
// entity 7
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "-808 232 -56"
"angle" "0"
}
// entity 8
{
"classname" "path_corner"
"name" "path_corner_3"
"origin" "-720 -216 -32"
"target" "path_corner_1"
}
// entity 9
{
"classname" "path_corner"
"name" "path_corner_5"
"origin" "-264 184 -32"
"target" "path_corner_2"
}
// entity 10
{
"classname" "trigger_entityname"
"name" "trigger_entityname_1"
"model" "trigger_entityname_1"
"origin" "-508 188 -40"
"entityname" "atdm_ai_lantern_bot_1"
"target" "func_damage_1"
// primitive 0
{
brushDef3
{
( 0 0 1 -24 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0
( 0 1 0 -44 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0
( 1 0 0 -20 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0
( 0 0 -1 -24 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0
( 0 -1 0 -44 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0
( -1 0 0 -20 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0
}
}
}
// entity 11
{
"classname" "func_damage"
"name" "func_damage_1"
"origin" "-480 192 24"
"target" "atdm_ai_lantern_bot_1"
}
// entity 12
{
"classname" "light"
"name" "light_4"
"origin" "-776 -224 64"
"light_center" "0 0 0"
"light_radius" "320 320 320"
"_color" "0.50 0.50 0.50"
"nodiffuse" "0"
"noshadows" "0"
"nospecular" "0"
"parallel" "0"
}
// entity 13
{
"classname" "light"
"name" "light_5"
"origin" "-256 168 64"
"light_center" "0 0 0"
"light_radius" "320 320 320"
"_color" "0.50 0.50 0.50"
"nodiffuse" "0"
"noshadows" "0"
"nospecular" "0"
"parallel" "0"
}
lb_dies.map (13,096 bytes)   

Activities

Springheel

Springheel

26.05.2010 17:08

administrator   ~0003018

Every time? I didn't notice this when I tested them earlier.
Melan

Melan

29.05.2010 08:53

reporter   ~0003023

I have done some further tests. What tends to happen is that when slain, the bot gradually sinks into the floor, but some invisible part of it remains in existence and blocks movement.

Item two: when hit with a sword, it produces a non-metallic collision sound. I don't know if this should count as a separate issue but here is is.
grayman

grayman

03.06.2010 19:42

viewer   ~0003039

Last edited: 08.06.2010 17:42

I'll add a test map showing a lanternbot death.

Also, in my case, a lanternbot slain by an AI doesn't sink slowly into the floor. He drops out of sight, as if the floor opened up under him.

grayman

grayman

03.06.2010 20:39

viewer   ~0003040

I uploaded a test map, lb_dies.map.

It includes a lanternbot and guard on patrol. Both on team 0, so they won't bother you.

The carpet is under a trigger that will damage the bot as he crosses.

The guard will lap the bot, so you can see when the guard walks across the carpet, he isn't blocked. He'll continue around the loop.

When the bot crosses the carpet, he dies. The model lifts up off the floor and is immobile.

When the guard comes around again, he behaves as if the dead bot isn't in his way, and he bumps up against it and his forward movement is stopped. He'll continue his walking animation, though.

As if his forward motion has been transferred to the dead bot, the bot begins sliding forward beyond the carpet. Halfway to the far wall, he keels over and continues his slide until he hits the wall. He'll go halfway into the wall and stop, but the model continues to twitch.

The guard is quite happy walking in place.

You can walk up to the blockage and it'll stop you as well.

If you bump the dead bot before the guard comes around, your motion is NOT transferred. The bot simply acts like an immovable object.
Baddcog

Baddcog

09.10.2010 03:43

reporter   ~0003235

the af hasa been readded to the lanternbot .def

that fixes the issue of the collision bering present after bot dies, it also fixes the floating/sinking issue.

Issue History

Date Modified Username Field Change
26.05.2010 15:59 Melan New Issue
26.05.2010 17:08 Springheel Note Added: 0003018
29.05.2010 08:53 Melan Note Added: 0003023
03.06.2010 19:42 grayman Note Added: 0003039
03.06.2010 19:45 grayman Note Edited: 0003039
03.06.2010 19:45 grayman Note Edited: 0003039
03.06.2010 20:30 grayman File Added: lb_dies.map
03.06.2010 20:39 grayman Note Added: 0003040
08.06.2010 17:42 grayman Note Edited: 0003039
09.10.2010 03:43 Baddcog Note Added: 0003235
09.10.2010 03:43 Baddcog Assigned To => Baddcog
09.10.2010 03:43 Baddcog Status new => assigned
09.10.2010 03:44 Baddcog Status assigned => resolved
09.10.2010 03:44 Baddcog Resolution open => fixed
09.10.2010 03:44 Baddcog Fixed in Version => TDM 1.03
03.06.2011 03:59 greebo Status resolved => closed